Change nalgebra types in public API to arrays
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@ -292,8 +292,8 @@ pub unsafe fn genTangSpace<I: Geometry>(
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let mut tang = Vector3::new((*pTSpace).vOs.x, (*pTSpace).vOs.y, (*pTSpace).vOs.z);
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let mut bitang = Vector3::new((*pTSpace).vOt.x, (*pTSpace).vOt.y, (*pTSpace).vOt.z);
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geometry.set_tangent(
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tang,
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bitang,
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tang.into(),
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bitang.into(),
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(*pTSpace).fMagS,
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(*pTSpace).fMagT,
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(*pTSpace).bOrient,
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23
src/lib.rs
23
src/lib.rs
@ -1,6 +1,6 @@
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mod generated;
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use nalgebra::{Point2, Point3, Vector3, Vector4};
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use nalgebra::{Vector2, Vector3};
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/// The interface by which mikktspace interacts with your geometry.
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pub trait Geometry {
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@ -11,19 +11,19 @@ pub trait Geometry {
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fn num_vertices_of_face(&self, face: usize) -> usize;
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/// Returns the position of a vertex.
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fn position(&self, face: usize, vert: usize) -> Point3<f32>;
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fn position(&self, face: usize, vert: usize) -> [f32; 3];
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/// Returns the normal of a vertex.
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fn normal(&self, face: usize, vert: usize) -> Vector3<f32>;
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fn normal(&self, face: usize, vert: usize) -> [f32; 3];
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/// Returns the texture coordinate of a vertex.
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fn tex_coord(&self, face: usize, vert: usize) -> Point2<f32>;
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fn tex_coord(&self, face: usize, vert: usize) -> [f32; 2];
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/// Sets a vertex' generated tangent.
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fn set_tangent(
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&mut self,
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tangent: Vector3<f32>,
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_bi_tangent: Vector3<f32>,
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tangent: [f32; 3],
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_bi_tangent: [f32; 3],
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_f_mag_s: f32,
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_f_mag_t: f32,
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bi_tangent_preserves_orientation: bool,
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@ -35,13 +35,13 @@ pub trait Geometry {
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} else {
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-1.0
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};
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self.set_tangent_encoded(tangent.insert_row(3, sign), face, vert);
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self.set_tangent_encoded([tangent[0], tangent[1], tangent[2], sign], face, vert);
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}
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/// Sets a vertex' generated tangent with the bi-tangent encoded as the W component in the
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/// tangent. The W component marks if the bi-tangent is flipped. This will only be called if
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/// `set_tangent` is not implemented.
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fn set_tangent_encoded(&mut self, _tangent: Vector4<f32>, _face: usize, _vert: usize) {}
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fn set_tangent_encoded(&mut self, _tangent: [f32; 4], _face: usize, _vert: usize) {}
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}
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/// Default (recommended) Angular Threshold is 180 degrees, which means threshold disabled.
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@ -51,17 +51,18 @@ pub fn generate_tangents_default<I: Geometry>(geometry: &mut I) -> bool {
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fn get_position<I: Geometry>(geometry: &mut I, index: usize) -> Vector3<f32> {
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let (face, vert) = index_to_face_vert(index);
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geometry.position(face, vert).coords
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geometry.position(face, vert).into()
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}
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fn get_tex_coord<I: Geometry>(geometry: &mut I, index: usize) -> Vector3<f32> {
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let (face, vert) = index_to_face_vert(index);
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geometry.tex_coord(face, vert).coords.insert_row(2, 1.0)
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let tex_coord: Vector2<f32> = geometry.tex_coord(face, vert).into();
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tex_coord.insert_row(2, 1.0)
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}
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fn get_normal<I: Geometry>(geometry: &mut I, index: usize) -> Vector3<f32> {
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let (face, vert) = index_to_face_vert(index);
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geometry.normal(face, vert)
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geometry.normal(face, vert).into()
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}
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fn index_to_face_vert(index: usize) -> (usize, usize) {
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